Index

3D accelerometer 422 choosing among 339–42 3D desktop interface 181 generating 336–8 3D interactive maps 183 researching similar products 363–4 3D printing 386–7, 424 alternative hypothesis 485, 487 3D TV 40–1 Amazing Amanda, interactive doll 153 3D virtual environments 53–4, 178–9 ambient displays 3D goggles 115–16 design concept 43 augmented reality 211 heuristics 506–7 gaming 182 persuasiveness of 149–50 software toolkits for 179 real-time feedback 122–3 ‘404 error’ message 142 amnesia, SenseCam device 80 7 ∓ 2 rule 75–6 analogies see metaphors analysis of data see data analysis abstract artifacts 312 analytics, web 263–8, 301–3, 460, 514–18 abstract vs. realistic interfaces 180–1 annotation 95–6 accelerometers 192, 199, 421, 422, 465, 491 annoying interfaces 140–3 accessibility 18 answering machine, Bishop’s marble 3–4 interactive TV services 177 anthropomorphism 152–4, 217 Rehabilitation Act, Section 508, USA 506 API (application programming interface) 425–6 usability testing 483–4 apologies from computers 143 web content guidelines 188–9 app mentality 84–5 ActiMates 153 appliance interfaces 189–91 activity-centered design 322 apps for mobile devices 191–2 activity theory (AT) 310–14 Arduino toolkits 421–2 actuators, haptic interfaces 117, 118, 202, 203 artifacts, activity theory 311–12 Adobe PDF accessibility tools 484 assumptions 38–9 advertising 188, 268, 515 ‘At home with Bob’ software 140 aesthetically pleasing interfaces 138–9 ATMs (automated teller machines) 292 Affdex software, facial coding 143–4 attention 67–70 affective computing 143–5 audio recording 232 affi nity diagrams, contextual design 292 augmented reality 53–4, 209–12, 411–12 affordance, design principle 29–30 Autodesk, Showcase 438 Africa avatars community-based design 419–20 augmented reality 211 Gary Marsden’s researchCOPYRIGHTED 429–31 gestures MATERIAL controlling 52, 199, 200 agile software development 342–3 telepresence 116 AgileUX 433–42 virtual worlds 160–1, 179 aligning work practices 435–40 averages 280 documentation 440–2 awareness 119–20 user research 434–5, 436–7 axial coding, grounded theory 304, 306, 307 air-based gesture interfaces 199–201 Axure, wireframe development 449 air traffi c management application 336–7 Alice.org, 3D programming tutor 179 Babble, communication tool 123 alternative designs 330–1 Balsamiq, mockup development 449–50 554 INDEX

banking, security issues 76–8 car navigation systems 37–8, 59, 411–12 barcode scanning apps 192–3, 221 car purchase scenarios 374–5 barge-in feature, speech technology 194–5 Cardiac Tutor 175–6 Barney, bear ActiMate 153 cards BBC Big Screens Public Space Broadcasting debit/credit, contactless 97–8 project 126–7 material metaphors 46 BCI (brain-computer interface) 218–19 prototyping 390, 414–18 BDUF (‘big design upfront’) 435–7 smart cards 365 behavioral change 146–52 carousel navigation pattern 445–6 behavioral level, emotional design 135, 136 cascading menus 168–9 between-subjects design 486 case-based reasoning 336 Beuchley, Leah, interview with 224–5 case studies, evaluation 462–9 bias categories from data, grounded theory 303–4, analysis of data 279, 291 307 evaluation 468, 471 categorization of qualitative data 293–7 in interpretation of data 276 CAVE systems 53–4 interviews 235, 239, 242 cell phones participant selection 486 designed for user experience 12–13 ‘big data’ 300, 498 games 182 ‘big design upfront’ (BDUF) 435–7 keypad design 519 BioBLAST 176 UI design, paper prototyping 395–6 biology research 364–5 see also mobile devices BiReality, robot surrogates 113–14 check boxes 245, 249, 250 Bootstrap framework 448 children 16, 152–3 ‘bounce rate’, web page visits 266–7 gathering data from 235–7 boyd, danah, interview with 498–9 claims 38–9 brain-computer interfaces (BCIs) class diagrams 369 218–19 ‘Clippy’, Microsoft agent 141 Brainball game 218–19 close-knit teams 119–20 BrainGate research group 219 closed questions brainstorming 323, 370 data analysis 279, 281 Break-Time Barometer 127 data gathering 234, 239, 241, 244, 245 Brignull, Harry, interview with 34–5 clothing button/key design, Fitts’ Law 518–19 e-textiles 7, 214, 424, 425 see also wearables calculations, performing 95 ‘cloud talk’ 213 call routing, speech technology 194 co-design 419–20 cameras co-option, user involvement 325 air-based gestures 199–201 co-presence 118–28 data gathering 232–3, 258–9, 260 awareness 119–20 e-skiing system 465–6 physical coordination 118–19 SenseCam device 79–80 shareable interfaces 120–7 usability testing 476, 478, 481 cognition 65–6 wearable, Google Glass 212–14 cognitive frameworks 85–6 CAQDAS Networking Project 300 distributed cognition 91–2 car controls embodied interaction 96–7 contextual inquiry 366 external cognition 92–6 design concepts 37–8 gulfs of execution and evaluation 88 speech-operated 203 information processing 88–91 visibility 26 mental models 86–8 INDEX 555

cognitive processes 66–85 breakdowns 104–5 attention 67–70 online chatting 101–2 language processes 82–3 remote 106–11 learning 81–2 structured 347–8 memory 71–80 turn-taking 102–3 perception 70–1 via social media 109 refl ective processes 83–5 conversing, interaction mode 50–2 cognitive tracing 95–6 Cook’s Collage 79 cognitive walkthroughs 460, 511–14 cooperative inquiry 236 Cohen’s kappa 293 copyright issues 339 collaborative activities, shareable interfaces creative commons community 339 205–6 creativity 331–2 collaborative expression, music-making 121 alternative designs 336–7 collaborative technologies 125–7 positive mood enhancing 134–5 color-blindness 18, 329 critical incident analysis 298 command-based interfaces 160–1 cross-cultural design 408 community-based co-design 419–20 cross-fertilization of ideas 336 compositional thread 14–15 crowdsourcing 467 computational offl oading 95 cultural differences 16–17 computing aids, memory loss 79–80 data gathering issues 235–6 conceptual design 330, 397–405 web design guidelines 408–9 conceptual models 41–4 CuteCircuit 117, 214 developing initial 398–404 expanding initial 404–6 ‘dark patterns’, persuasive design 25, 447 Norman’s framework 58 dashboards 184–5, 265, 267 concrete design 406–9 data analysis 275–318 consent, obtaining 469–70 qualitative and quantitative 276–9 consistency 29, 30, 507 for requirements 368–70 constraints, design principle 27–8 simple qualitative analysis 291–300 construction 420–6 simple quantitative analysis 279–91 consultancies 11–12 supporting tools 300–3 consumer electronics 7 theoretical frameworks 303–14 interfaces 189–90 data gathering 226–73 contactless cards 97–8 with children 235–6 content analysis 297 grounded theory approach 304 content encoding 74 interviews 233–43 context and memory 73 key issues 227–31 context-aware environments 59 observation 252–68 context-aware experience sampling 488–9 questionnaires 244–52 context principle 366 recording approaches 231–3 contextual design 292, 310, 314, 366, for requirements activities 361–8 367, 398 selection of method 269–72 contextual inquiry 366–7 data logs 287 contextual menus 169 data presentation 314–16 control of interface 58–9 requirements 368–9 controlled settings, evaluations 456, 457–9 web analytical data 301–3 convenience sampling 228, 249 in the wild studies 492–3 conversation data requirements 354–5, 369 adjacency pairs 103–4 DBR (design-based research) 236 analysis 297 deaf telephony 419–20 556 INDEX

deceptive technology 152 controlled environments 260–2, 270 decision making 83–5 in the fi eld 253–60, 270 defi brillator design, experience prototyping 399 disabled people see people with disabilities degrees of freedom 488 discourse analysis 297 dependent variable 485 distraction design multitasking 69–70 choices and decisions 6–7 while driving 38 community-based 419–20 distributed cognition 91–2, 93 concrete 406–9 concepts 310 experimental 486–7 data analysis 308–10 good and poor 2–6 divers, underwater computers 356–7 guidelines, and heuristics 505–8, 511 DIY creations, Maker Movement 424 Kees Dorst interview 62–4 documentation 502 maps 416–18 AgileUX 440–2 participatory 418–19 requirements data gathering patterns 443–7 363, 365 scenarios 409 Dorst, Kees, interview with 62–4 space, conceptualizing 41 drones 216–17 see also prototypes DSDM (dynamic systems development method) design-based research (DBR) 236 project 442 ‘design concept’, ideas for a design 43 dynalinking 81–2 design principles 25–31 Dynamo system 126 affordance 29–30 dyslexia 18, 83 applying in practice 30–1 consistency 29 e-readers 239–41 constraints 27–8 e-skiing system 465–6 feedback 26–7 e-textbooks 176–7 visibility 26 e-textiles 7, 214, 424, 425 design teams 10–11 eating habits, changing 147–8 articulating the problem space 38–41 Echo app, happiness ratings 149 experience prototyping 398–400 ecological validity 471 users co-opted into 325 Edge Browser 193 desktop metaphor 44, 45 educational multimedia 176–7 direct manipulation 52–3 effectiveness, usability goal 19, 341 dialog boxes 20, 21, 162, 163, 326 effi ciency, usability goal 20, 341 DiamondTouch tabletop 204 elderly people diaries, data gathering 243, 263, 364 accessible TV 177 DiCOT (distributed cognition for teamwork) 310 context-aware control 59 different-participant design 486 Presence Project 361–2 digital bubbles 127–8 robot pets 216 digital content systems 74–5 telecare systems 354 Digital Desk 209–10 electronic ink 197 digital forgetting 78 embodied interaction 96–7 digital libraries emoticons 109, 139 ethical issues 260 emotional design model 135–6 web analytics 301–3 emotional interaction 131–56 digital pens 196–7 annoying interfaces 140–3 digital pets 146 anthropomorphism 152–4 direct manipulation 52–3 detection of emotions 143–5 direct observation 253–62, 363 expressive interfaces 138–9 INDEX 557

persuasive technologies 146–52 exploring, interaction mode 48, 53–4 user experience 132–7 expressive interfaces 138–9 emotional thread 14 external cognition 92–6 emotions 22–3, 132 external cognitive frameworks and behavior 134 distributed cognition 91–2 children expressing 235 embodied interaction 96–7 and creativity 134–5 external cognition 92–6 detecting 143–5 eXtreme Programming (XP) 342, 343 encyclopedias, multimedia 175 eye-tracking 144, 478 energy consumption 150–1 EyeToy, Sony 199 environmental requirements 355–8 error messages 142–3, 326 face-to-face conversations 102–5 error prevention 508 face-to-face vs. online ethnography 259–60 error reporting systems (ERSs) 326 Facebook 407, 454, 498–9 essential use cases 379–80 facial coding, Affdex 143–4 ethical issues false alarms, heuristic evaluation 510 Google Glass 213 fashion clothing, CuteCircuit 214 logging of online behavior 268–9 fashion websites, usability issues 189 online ethnography 260 faucets, sensor-based 27, 220 robotic interfaces 217 feedback ethnography 256–60 agile working 438–9 genomic data exploration 364–5 and behavioral change 146–8, 150–1 social media research 498–9 design principle 26–7 evaluation 15–16, 331, 452–3 evaluation 461–2 analytics 514–18 haptic 202–3 case studies 462–7 heuristics 507–8 data interpretation 470–1 iterative design 330, 333 deciding what to evaluate 454–5 prototypes providing 394–5, 414–5 informed consent 469–70 real-time 122, 123 inspections 500–14 tactile 71, 202 language of 468–9 vibrotactile 138, 202 location of 455 felt experiences 22–3 predictive models 518–20 fi eld observation 253–4 reasons for 453–4 compared to controlled 252–3 timing of 456 degree of participation 255 types of 456–62 ethnography 256–60 evolutionary prototyping 396–7, 439–40 planning and conducting 255–6 expanding menus 168–9 structured frameworks for 254–5 expectation management 324–5 fi eld studies 456, 488–95 experience maps 416, 417 evaluation 459–60 experience prototyping 399 fi ltering process, memory 71–3 experience sampling method (ESM) 263, fi lters, role in prototyping 392–3 488–9 fi nger-fl icking navigation 187, 197, 198, 200 experiential cognition 66 fi rst-person perspective, gaming 179 experiments Fitts’ Law 518–19 conducting 484–8 fl at menus 168, 170 design of 485, 486–7 fl ow 23–4 evaluation 462–4 focus groups 237–8, 243, 269, 270, 363 expert evaluators 500–1 focus principle 366 numbers needed 503–4 form factors, designing for different 406–7 558 INDEX

formative evaluations 456, 468 GPS (global positioning systems) 37, 38, 59, forms, online 133, 164–5 84, 411 frameworks 54, 57–8 graphical representation 283–7, 289–91, 381, fraud avoidance, banks 77 382 fraudsters, phishing scams 152 information visualization (infoviz) 182–6 FreeMind, mindmapping tool 448 graphical user interface (GUI) see GUI-based fun theory 147 systems functional requirements 353, 354, 355, 369 grounded theory 303–6 future visions 56–7 group collaboration 118–23 futuristic scenarios 373, 413–14 group working 204–6 grouping of information 67–9, 70–1, 72, 165–6 G-nome Surfer 365 GUI-based systems 161–75 games/gaming direct manipulation 52–3, 81 brain-computer interfaces 218–19 icon design 171–5 cognitive tracing, card games 96 instructions 49 collaborative 126–7 menu design 166–70 evaluation experiment 462–4 paradigm changes 55 gesture-based 199–200 versus NUIs 219–21 interaction patterns 288–91 window design 163–6 requirements 353–4 gulf of execution/evaluation 88, 89 social interaction 128–9 user experience 24 hand signals 118–19 virtual reality 179, 181–2 handheld devices see mobile devices genius design 322, 336 HAPIfork 147–8 gestures Haptic Creature 154 during communication 104, 105 haptic interfaces 202–3 han signals 118–19 Hawthorne effect 471 interfaces based on 199–201 HCI see human-computer interaction and multimodal interfaces 203–4 head-up displays (HUDs) 210 natural user interfaces 219–20 healthy lifestyle remote gesturing 112 ambient displays 149–50 universal 119 apps encouraging 148, 191, 490–3 used in multiplayer online games 288–91 eating habits 147–8 Github repository 448 heat maps, web analytics 301 global positioning system (GPS) 37, 38, 59, heuristic evaluation 460, 501–11 84, 411 and design guidelines 505–8 goals 67 problems with 510 data gathering 227 stages 508–9 scenarios 375 websites 504–5, 509–10 usability 19–22, 320, 341–2, 359–60 hierarchical task analysis (HTA) 380–3 user experience 22–4 high-fi delity prototyping 391–2 golden rules, heuristic evaluation 507–8 advantages and disadvantages 394–5 good vs. poor design 2–8 dilemma posed by 397 GoodGuide app, consumer product information documentation 441 192 HIV/AIDS education 236–7 Google Analytics 265–7 Hofstede, Geert, national culture dimensions 408 Google Glass 212–13 holistic experiences, four threads of 14–15 Google Now Card 46 horizontal prototyping 394 Google Voice 195 HTA (hierarchical task analysis) 380–3 Gottesdiener, Ellen, interview with 346–9 HUDs (head-up displays) 210 INDEX 559

Hug Shirt 117 brainstorming for 370 Huggy Pajama 117–18 IDEO products 11–12, 338 human-computer interaction (HCI) 9–10 patenting 339 distributed cognition 91–2 probe idea 361–2 embodied interaction 96–7 inspections external cognition 92–6 heuristic evaluation 501–11 frameworks 58 walkthroughs 511–14 human processor model 89–91 instant messaging 105–6, 109, 406–7 lifecycle models 331–3 Institutional Review Boards (IRBs) 470 memory span 76 instructing, interaction mode 48–50 sustainable HCI 150 integrated development environment (IDE) videos demonstrating pioneering interfaces 421, 425 160 interaction design (ID) 8 human information processing model 89–91 consultants 11–12 human intelligence tasks (HITs) 467 four basic activities of 330–1 Hydra system, media space 107, 108 overlapping fi elds 8–9 hyper-wonderland scenario 410 people involved in 10–11 HyperMirror 112 in practice 432–51 hypothesis testing 484–6 process of 15–18, 319–44 scope of 9–10 iBeer app 191–2 simple lifecycle model for 331–3 ice-breaking activities 124–5 tools for 448–50 icons 109, 138, 145, 162, 163 user-centered approach 327–30 design of 171–5, 520 user experience 12–15, 19–31 IDE (integrated development environment) interaction logs 263–4 421, 425 interaction types 47–54, 402–3 ideas conversing 50–2 alternative 323, 330–1 exploring 53–4 from children 236 instructing 48–50 IDEO 11–12, 338 manipulating 52–3 images for passwords 78 interactive digital displays 126–7 ‘in the wild’ studies 459, 490–3 interactive wireframes, tools for 449 skiers’ use of mobile devices 465–6 interface metaphors, conceptual model 45–7, in-car navigation systems 37, 38, 59, 298, 400–2 411–12 interface types 159–219, 403–4 independent variable 484–5 air-based gestures 199–201 index cards, prototyping with 390, 414–17 augmented reality 209–12 indirect observation 263–8, 270, 363 brain-computer 218–19 individual model, activity theory 311 command-based 160–1 information consumer electronics and appliances 189–91 dissemination 109–10 haptic 202–3 overload and decision making 84 infoviz and dashboards 182–6 presentation 67–9, 71 mixed reality 209–12 processing 88–91 mobile 191–3 structuring 68, 72 multimedia 175–8 visualization (infoviz) 96, 182–4 multimodal 203–4 vs. raw data 231 pen 196–7 informed consent forms 228–9, 469–70 robots and drones 215–18 infoviz (information visualization) 182–4 shareable 204–7 innovation 336–9 speech 194–6 560 INDEX

interface types (continued) iPod 13, 138, 168, 191 tangible 207–9 iterative design touch 197–9 agile methods 342–3, 433–40 virtual reality 178–82 user-centered approach 328, 330 wearables 212–15 web 186–9 jump lists, Windows 169 WIMP and GUI 161–75 interfaces 158–9 keyboards annoying 140–3 alternatives to 196, 422 consistency of 29 design issues 5–6, 198–9 expressive 138–9 virtual 191, 198, 458 shareable 118–28 keypads 357, 373, 519 Interfl ora website 165–6 Kindle, Amazon 240 intergenerational teamwork 236 , Microsoft 199–200, 201, 425 internal cognitive frameworks KineticDress 214 gulfs of execution and evaluation 88 knives analogy, design principles 30 information processing 88–91 Knowledge Navigator, Apple 56 mental models 86–8 KordGrip interface 357 Internet of Things (IoT) 56 Internet, cognitive prostheses 82 labeled tools 519–20 Internet fraudsters 152 laboratories Internet use by voters 267 controlled observation 252–3, 260–2 interpretation of data 231, 276 living labs 458–9 discourse analysis 297 usability testing 457–9, 474–8 factors infl uencing 470–1 language iPad study 482 discourse analysis 297 observational data 287–91 processes 82–3 qualitative data 309–10, 313 sign language 200, 420 requirements activity 353, 366, UX 436–7, 439–40 368–70 learnability, usability goal 21, 342 interpretation principle 366 learning 81–2, 312 interviews 233–43 analytics 460, 514–15 advantages and disadvantages 269 multimedia 175–8 data analysis 278–9 science 236 enriching experience of 243 virtual environments 180 focus groups 237–8 licensing 339 planning and conducting 238–42 lifecycle models 331–2 props and diaries 243 agile software development 342–3 remote 242 for interaction design 332–3 requirements 362–3, 364, 365 lifelogging 518 retrospective 243 Likert scales 246 semi-structured 234–7 analysis of data 281–2 structured 234 design issues 247–8 unstructured 233–4 LilyPad Arduino 224, 225, 421–2 iPad, usability testing 479–82 listening 82, 83 iPhone living labs 458–9, 469 apps designed for 191–2 locus of control 59, 508 edit Photo icons 173–4 logging of user activity 263–4 user expectations 479 logical constraining 27–8 VoiceOver control features 220 low-fi delity prototyping 389–91 INDEX 561

advantages and disadvantages 394–5 logical constraining 27–8 documentation 441 safety mechanisms 20, 21 tools for interactive 448–9 MERboard 257–8 LShift 442 messaging systems 2–4 Lycos search engine 261–2 metaphors human processor model 89–90 Mac OS, icons 138, 171–2 interface, conceptual model 41, 42, 45–7, Magic Cap, 3D desktop interface 181 400–2 Maker Movement 424 MillionVis treemap 183 MaKey MaKey toolkit 422–3 mindful vs. mindless interaction 127 manifestations, prototyping 392–3 minimal viable products (MVPs) 436–7, 440 manipulation Minuum, staggered keyboard 5–6 card-based prototypes 414 mixed reality interfaces 209–12 cognitive tracing 96 MMOG (massively multiplayer online games) of data 277, 300 128–9 interaction type 48, 52–3, 404 MMORPGs (massively multiplayer online tangible interfaces 207–9 role-playing games) 288–91 maps 183, 210, 359, 361 mobile devices experience maps 416, 417 behavior-changing apps 148–9 marble answering machine 3–4 design patterns for 443–6 Mars Exploration Rovers (MERs) eye-tracker 478 257–8 fi tness project 490–3 Marsden, Gary, interview 429–31 interface design 191–3 massively multiplayer online games 128–9, paper prototyping of UI 395–6 288–91 skiers’ use of 465–6 matched-participant design 486–7 speech-based apps 195 matchmaking 125 mockups 386, 387–9, 391, 419, 449–50, 508–9 material metaphors 46–7 mode 280 mean 280 models 54, 57 Mechanical Turk 467 conceptual 41–4 media spaces 106–7 human processor 89–91 median 280 individual, activity theory 311 medicine lifecycle 331–3 augmented reality 210 mental 86–8 brain-controlled robot 219 predictive 518–20 distributed cognition studies 309, 310 mood(s) 134, 145, 149 experience prototyping 399 mood boards 398 PinTrace robotic system 391 pain points 359 memorability, usability goal 22, 342 Moon Phrases app 145 memory 71–80 Mountain Wines, website evaluation 515–17 7 plus or minus 2 capacity 75–6 movie rental subscription service 404 computing aids 79–80 card-based prototype 415–16 digital forgetting 78 essential use case 380 externalizing 93–5 interactive wireframe 449–50 passwords, remembering 76–8 scenario 372 recognition vs. recall 73, 78, 165, 501 use case 377–8 search and 74–5 multi-user touch technology 204 Memory Aid app 94 multidisciplinary teams 10–11 mental models 86–8 multimedia interfaces 175–8 menu design 49, 166–9 multimodal interfaces 203–4 562 INDEX

multitasking, effect on attention 69–70 online booking facility 383, 426, 450, 495, 520 music creation, Reactable Experience 121 online forms 133, 164–5 music recognition app, Shazam 82 online profi les 111 MusicJacket 202 online questionnaires 249–51 MVPs (minimal viable products) 436–7, 440 online sales agents 17 MySpace 499 online shopping conceptual models 42–3 naming, content encoding 74 effi ciency 20 narratives interface metaphors 45 compositional thread 14–15 persuasive tactics 24–5 journey maps 359 user experience 14–15 multimedia 175 online surveys 133, 251–2, 365 presentation of fi ndings 314–15 open coding, grounded theory 304, 305–6 scenarios 371–5 open questions 238–9, 241, 244, 249, 279 national culture dimensions, Hofstede 408 open source software 339, 447–8 National Science Digital Library (NSDL) 301 operating theaters, touchless gesturing 200–1 natural settings see fi eld studies Opinionizer system 125, 490 natural user interfaces (NUIs) 219–21 opportunistic evaluations 462 navigation patterns outliers 282, 283, 284 Carousel 445–6 ownership, user involvement 325 Swiss Army Knife 443–4 navigation systems, in-car 37–8, 59, 411–12 pain points, personas 359 needs, identifying 335–6 pair-wise design 486–7 Nest thermostat 139 panopticon scenario 410 Nielsen, Jakob, heuristic evaluation 501–10 paper prototyping of mobile user interfaces Nielsen Norman Group 343, 445, 479 395–6 NodeXL, social network analysis tool 123 paper questionnaires 249 non-functional requirements 353–4, 355 paradigms 55–6 non-probability sampling 227, 228 parallel tracks development 437–9 non-verbal communication 105, 118 paralysis, robotics 219 see also gestures participant numbers 475, 495 notation 314, 351, 369, 381 participant observation 255, 258–9 note-taking, data gathering 231–2 participatory design 236, 418–19 NUIs (natural user interfaces) 219–21 partnership principle 366 null hypothesis 485, 487, 488 passive observers 255 numbers, use and abuse of 277 passwords and memory load 76–8 Nvivo, data analysis 300 patenting 339 patterns in qualitative data 291–2 objectivity-sensitivity balance 303 patterns, design 443–7 observation 252–68 pen interfaces 196–7 in controlled environment 260–2 people with disabilities data analysis 278, 279 accessibility issues 18 in the fi eld 253–60 co-design case study 419–20 tracking users’ activities 263–8 TextSL for visually impaired 160–1 Oculus Rift headset 116 VoiceOver app 220 Olympic Messaging System (OMS) 328 People’s Bot, telepresence 114, 115 Omnigraffl e tool 35, 448 perceived affordances 29 one-stop car shop scenario 374–5, 413, 435 percentages 277, 279–80 one-tailed hypothesis 485 perception 70–1 online banking, security issues 78 peripheral awareness 119 INDEX 563

personas 357–9 critical incident analysis 297–9 and scenarios 375 distributed cognition 308–10 persuasive technology 24–5, 146–52 grounded theory analysis 303–8 pet robots 154, 215–16 initial processing of 278–9 phishing 152 recurring patterns/themes 291–2 phones see cell phones; smartphones; telephones simple analysis 291–300 photos translating into numbers 277 data recording 231–2 video analysis 299–300 effect on memory 73 quality 340–1 selfi es 111 quantitative data 276–7 see also cameras analysis support tools 300 physical artifacts 311–12 choice of analysis technique 269–70 physical computing 421–5 initial processing of 278–9 physical coordination, co-presence 118–19 simple analysis 279–91 physical design 330–1 questioning the data, grounded theory 304 constraints 28 questionnaires 244–52, 363 marble phone 3–4 administering 249–52 pilot studies 230 advantages and disadvantages 269 planning 83–5 data analysis 278, 279 PlayStation, Sony 199 incentives for completing 229–30 pleasure-usability link 24 question and response format 245–9 pluralistic walkthroughs 514 structure 244–5 pointing device 162 questions Pokémon Pikachu, digital pet 146 design of, effect on data analysis 281–2 Power Aware Cord 150 for interviews 234–5, 239–42 predictive models 518–20, 521 Presence Project 361–2 random sampling 228, 486 presentation of data see data presentation ranges, questionnaires 245 privacy issues 469–70, 489, 518 rapid expert/genius design 322 probes, using for inspiration 361–2 rating scales 245–8 problem solving 83–5 raw data 231, 278, 279 problem space 37–41 Reactable Experience 121 Product Dimensions 346 reading 82–3 prototypes 386–7 reading, e-readers 239–40 building and coding 421–5 real affordances 29 generating 409–20 real-time feedback 122–3 high-fi delity 391–2 realism vs. abstraction 180–1 low-fi delity 389–91 reasoning 83–5 paper-based 388, 449 recall-directed memory 74 reasons for creating 387–9 recognition vs. recall 73, 78, 165, 501 prototyping 331, 340, 386–97 Recovery.gov website 483–4 compromises in 392–7 Red Nose Game 126–7 evolutionary 396–7, 439–40 Refl ect Table 122 experience 398–400 refl ection, technology-mediated 149 value of 323–4 refl ective cognition 66, 83–5 refl ective design 135–6 qualitative data 276–7 Rehabilitation Act (2001), Section 508 guidelines activity theory 310–14 483–4, 506 categorizing 293–7 rei.com, clothing website 509–10 choice of analysis technique 269–70 reliability 470 564 INDEX

remembering, two memory processes 74 scrolling menus 165, 168 remote control devices 4–6 search and fi nd tools 74–5 remote conversations 106–11 search and memory 74–6 repair mechanisms, close-knit teams 120 search engines 45, 74–5, 82, 261–2 requirements 350–84 Second Life 160–1 aims of 351 Section 508, Rehabilitation Act (2001), USA data analysis 368–70 483–4, 506 data gathering for 361–8 security issues, passwords 76–8 establishing 330, 352–3 selective coding, grounded theory 304, 307–8 ethnography 257–8 selfi es 111 identifying 347–8, 353–60 semantic differential scales 246–7 importance of 351–2 design issues 247–8 product 346–7 semi-structured interviews 234–5 task analysis 380–3 semiotic engineering 494 task description 370–80 SenseCam device 79–80 restaurant menus 166–8 sensitivity-objectivity balance 303 reuse of existing technology 392 sensor technology 26, 27, 54, 55–6, 200 reversibility of actions 508 sensual thread 14 reward systems 146–7 sequence diagrams 369 RFID (radio-frequency identifi cation) 121–2, seven plus or minus two, short-term memory 153, 207 capacity 75–6, 508 rigorous notations 314 shareable interfaces 120–7 robots short-term memory 75–6, 508 artifi cial life 143 sign language 200, 420 drones 216–17 simplicity, design principle 30–1 interfaces 215–17 simulations, interactive multimedia 81, in medicine 219, 391 175–6 pets 154, 215–16 Siri, Apple 51, 56 surrogates, BiReality 113–14 situational awareness 119 role-playing games 288–91 SketchBook Pro 438 rollover function 163, 175 sketches, Arduino unit of code 421 Roomware furniture 204–6 sketching 389–90 skiers, in the wild study 465–6 safety skinput keypad 373 in-car entertainment 37–8 Skype interviews 242 car seat, haptic feedback 455 smart-card systems 365 usability goal 20, 21, 341 smart home 56 same-participant design 486 Smart TV 5–6 sampling 227–8 SmartBoards 204, 205 saturation sampling 227 smartphones 82, 191–2 scams 152 fl at 2D icons 173 scatter graphs 284 games ported from PCs 182 scenarios 371–5, 409 smartwatches 214–15 generating storyboards from 409–14 smileyometer gauge 235 plus and minus 410–12 Snake game 182, 221–2 ScienceKit app 236, 237 SnapChat 105–6 scope sociable robots 215 evaluation studies 471 social interaction 100–28 prototyping 393 co-presence 118–28 screen layout design 443–4, 448, 519 face-to-face conversations 102–5 INDEX 565

remote conversations 106–11 swiping, navigation action 187, 198, 519 telepresence 111–18 Swiss Army Knife Navigation pattern 443–4 social media 101–2, 111 Swype interface 198–9 analytics tools 268 apps for educating children 236–7 t-tests 487–8 conversation style 109 tablet computers 187, 191, 197 emotional technology 144, 145 iPad usability testing example 479–82 ethnography 259–60 see also mobile devices teens’ engagement with 498–9 tabletop interfaces 120–3, 197, 204–7, 364–5 social network analysis (SNA) 123–4, 517, 518 tactile feedback, haptic interfaces 202–3 social networking 101–2, 109–10 tangible interfaces 207–9 analysis of 123–4, 517 task analysis 380–3 mobile app for 406–7 task cases (essential use cases) 379–80 privacy issues 518 task description 370–80 social translucence 123 essential use cases 379–80 Sococo virtual offi ce 123, 124 scenarios 371–5 software development kits (SDKs) 425–6 use cases 376–9 South African Sign Language (SASL) 420 TechBox, IDEO 338 spatio-temporal thread 15 technical environment 355 speaking 82–3 telecare system 354 speech systems 83 telephone banking 76–8 Apple’s Siri 51, 56 telephone interviews 242 interfaces 194–6, 203 telephones Spotlight search tool, Apple 75 automated systems 51–2 Sproutling anklet band 139 speech technology 194–5 SPSS (Statistical Package for the Social Sciences) voice mail systems 2–4 300 see also cell phones; smartphones stakeholders 333–4, 341, 346–7, 367–8, 371 telepresence 111–18 standard deviation (SD) 487 television standards 3D TVs 40–1 organizations 456 accessibility 177 usability testing 483–4 gaming, gesture systems 199–200 Star interface, Xerox 44 remote control 4–5 Star Wars Galaxies (SWG) 288–91 smart TVs 5–6, 168–9 startup ideas, Lean UX 436–7 TextSL 160–1 statistics theme identifi cation, qualitative data 291–2 abuse of 277 theoretical frameworks, data analysis 303–14 t-tests 487–8 activity theory (AT) 310–14 sticky notes 93–4 distributed cognition 308–10 story-based learning 236–7 grounded theory 303–8 storyboarding 243, 389, 390, 391 theories 54, 57 from scenarios 409–14 thermostats storytelling 314–15 mental models 86–7 stratifi ed sampling 228 Nest thermostat 139 structured interviews 234 think-aloud protocols subjective experiences 22–3 data analysis 293–6 summarizing fi ndings 315–16 data gathering 260–2 summative evaluations 456 usability testing 479, 481, 482 survey websites 251 Third Age empathy suit 400 Swatch watches 136–7 third-person persepective, gaming 179 566 INDEX

throwaway prototyping 396–7 heuristic evaluation 501–11 Tidy Street project 151 identifying 293–6 timeline design maps 417, 418 interfaces 140–2 tinkering 392 usability testing 457–9, 474–84 TiVo remote control 4–5 iPad example 479–82 toasters 190–1 labs and equipment 475–8 toolbar icons, text labeling 175, 519–20 living labs 458–9 toolkits low- and high-fi delity prototypes 395 physical computing 420–3 methods, tasks and users 475 VR software 179 Recovery.gov website 483–4 tools for data analysis 300–3 use cases 376–9 touch interfaces 197–9 essential/task 379–80 Brignull interview 34–5 generating card-based prototypes touch profi les 145 from 414–18 touch screens 191, 197 user activities, tracking 263–8 Fitts’ Law 519 user-centered design 322, 327–30 usability issues 193 user-controlled interaction 58–9 toys, interactive 153–4 user experience (UX) 12–15, 19 tracking users’ activities 263–8 consultant, Harry Brignull 34–5 Tracksys system 477–8 desirable and undesirable 22–3 transparency 87–8 and emotions 132–7 travel planner 320–1, 337, 341–2 empathizing with 398–400 agile prioritization 433–4 goals 22–5, 341–2, 359 hierarchical task analysis 382–3 persuasive designs 24–5 interface metaphors 401–2 user groups, designing for different 16–17 scenario 372 user interfaces (UIs) see interfaces; interface types stakeholder identifi cation 334 user involvement 15–16, 323, 324–7 storyboard 412–13 co-design 418–19 use cases 376–7, 379, 414–15 different degrees of 325–7 treemaps 183 importance of 324–5 triangulation 230 user journeys, documentation 440–1 Trutap, social networking app 406–7 user research 434–5 Twitter 109–10 LeanUX 436–7 two-tailed hypothesis 485 user testing 442, 510 users Ubi-Finger, pointing technology 200 behavior 328 UbiFit Garden project 490–3 characteristics 328–9, 357, 360, 408 ubiquitous technology 55, 459 evaluations involving 457–60 UML (Unifi ed Modeling Language) 314 goals 328 underwater computing 356–7 identifying 333–4 universal usability 507 understanding 7, 58 unstructured interviews 233–4 utility, usability goal 20, 342 URLs, mobile access via QR codes 192–3 UX Booth, mobile interaction design 193 Urp, tangible interface 207 UX design, AgileUX 433–42 usability criteria 22 validity 470–1 goals 19–22, 320, 341–2, 359, 360 variables 484–5 labs, observation 252–3, 260–2 vending machines 49–50 usability problems 481–2 vertical prototyping 394 3D TVs 41 vibrotactile feedback 202 INDEX 567

video navigation devices 252–3 analysis 299–300 SenseCam 79 data recording 232 smartwatches 214–15 videophones 107 underwater computers 356–7 VideoWindow system 107, 108 web advertising 188 virtual agents 23–4, 155 web analytics 264–8, 460, 514–18 virtual ethnography 259–60 for digital libraries 301–3 virtual hugging 117–18 web-based learning 81, 460, 514–15 virtual keyboards 198–9, 458 web-based questionnaires 249–52 virtual offi ce, Sococo 123, 124 web browsers virtual personal space 112 bookmarking tool 39 virtual pets 146 Camino 165 virtual reality (VR) interfaces 178–82 claims and assumptions 39 virtual worlds 160–1 Edge Browser 193 visceral level, emotional design 135–6 for mobile devices 187, 193 visibility, design principle 26, 501 Safari 163, 164 visions 56–7 Webboard 307 VisiStat, analytics 515–17 website design 186–9 visual analytics 517 heuristic evaluation 504–5 visualization of complex data 182–4 open source tools 448 visually impaired people simplicity 30–1 command-based interfaces 160–1 use of blank/white space 70–1 iPhone’s VoiceOver app 220 WetPC, underwater systems 356–7 voice mail system 2–4 wheel representation, experience map 417 voice recognition 12, 51, 194, 200 Wii Remote (Wiimote) controller 199 VoiceOver, iPhone app 220 WIMP (Windows, Icons, Menus, and Pointer) 55 Volere Shell for requirements interfaces 161–3 354, 355, 368 window design 163–6 Voltanis, fl ying dress 425 wireframes 405–6, 449–50 volunteer panels 228 within subjects design 486 voters, Internet use 267 Wizard of Oz prototyping 391 VoxBox 208–9 written language 82, 83 Wufoo, online forms 133 Waatson, electricity usage 150 walkthroughs 460, 511 Kinect, Microsoft 199–200 cognitive 511–14 Xerox pluralistic 514 Media Space 106–7 water taps, sensor-based 27, 220 Star interface/offi ce system 44, 475 WaterBot system 146–7 XP (eXtreme Programming)) 342, 343 WCAG 2.0 guidelines 188–9 wearables 7, 212–15 YubNub command line facility 160 Google Glass 212–13 hugging devices 117–18 zoomorphism 152–4